irrlicht/source/Irrlicht/CD3D9HLSLMaterialRenderer.cpp

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// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_DIRECT3D_9_
#include "CD3D9HLSLMaterialRenderer.h"
#include "IShaderConstantSetCallBack.h"
#include "IVideoDriver.h"
#include "CD3D9Driver.h"
#include "os.h"
#include "irrString.h"
#ifndef _IRR_D3D_NO_SHADER_DEBUGGING
#include <stdio.h>
#endif
namespace irr
{
namespace video
{
//! Public constructor
CD3D9HLSLMaterialRenderer::CD3D9HLSLMaterialRenderer(IDirect3DDevice9* d3ddev,
video::CD3D9Driver* driver, s32& outMaterialTypeNr,
const c8* vertexShaderProgram,
const c8* vertexShaderEntryPointName,
E_VERTEX_SHADER_TYPE vsCompileTarget,
const c8* pixelShaderProgram,
const c8* pixelShaderEntryPointName,
E_PIXEL_SHADER_TYPE psCompileTarget,
IShaderConstantSetCallBack* callback,
IMaterialRenderer* baseMaterial,
s32 userData)
: CD3D9ShaderMaterialRenderer(d3ddev, driver, callback, baseMaterial, userData),
VSConstantsTable(0), PSConstantsTable(0)
{
#ifdef _DEBUG
setDebugName("CD3D9HLSLMaterialRenderer");
#endif
outMaterialTypeNr = -1;
// now create shaders
if (vsCompileTarget < 0 || vsCompileTarget > EVST_COUNT)
{
os::Printer::log("Invalid HLSL vertex shader compilation target", ELL_ERROR);
return;
}
if (!createHLSLVertexShader(vertexShaderProgram,
vertexShaderEntryPointName, VERTEX_SHADER_TYPE_NAMES[vsCompileTarget]))
return;
if (!createHLSLPixelShader(pixelShaderProgram,
pixelShaderEntryPointName, PIXEL_SHADER_TYPE_NAMES[psCompileTarget]))
return;
// register myself as new material
outMaterialTypeNr = Driver->addMaterialRenderer(this);
}
//! Destructor
CD3D9HLSLMaterialRenderer::~CD3D9HLSLMaterialRenderer()
{
if (VSConstantsTable)
VSConstantsTable->Release();
if (PSConstantsTable)
PSConstantsTable->Release();
}
bool CD3D9HLSLMaterialRenderer::createHLSLVertexShader(const char* vertexShaderProgram,
const char* shaderEntryPointName,
const char* shaderTargetName)
{
if (!vertexShaderProgram)
return true;
LPD3DXBUFFER buffer = 0;
LPD3DXBUFFER errors = 0;
#ifdef _IRR_D3D_NO_SHADER_DEBUGGING
size_t dataLen_t = strlen(vertexShaderProgram);
UINT dataLen = (UINT)dataLen_t;
if ( dataLen != dataLen_t )
return false;
// compile without debug info
HRESULT h = stubD3DXCompileShader(
vertexShaderProgram,
dataLen,
0, // macros
0, // no includes
shaderEntryPointName,
shaderTargetName,
0, // no flags
&buffer,
&errors,
&VSConstantsTable);
#else
// compile shader and emit some debug information to
// make it possible to debug the shader in visual studio
static int irr_dbg_hlsl_file_nr = 0;
++irr_dbg_hlsl_file_nr;
char tmp[32];
sprintf(tmp, "irr_d3d9_dbg_hlsl_%d.vsh", irr_dbg_hlsl_file_nr);
FILE* f = fopen(tmp, "wb");
fwrite(vertexShaderProgram, strlen(vertexShaderProgram), 1, f);
fflush(f);
fclose(f);
HRESULT h = stubD3DXCompileShaderFromFile(
tmp,
0, // macros
0, // no includes
shaderEntryPointName,
shaderTargetName,
D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION,
&buffer,
&errors,
&VSConstantsTable);
#endif
if (FAILED(h))
{
os::Printer::log("HLSL vertex shader compilation failed:", ELL_ERROR);
if (errors)
{
os::Printer::log((c8*)errors->GetBufferPointer(), ELL_ERROR);
errors->Release();
if (buffer)
buffer->Release();
}
return false;
}
if (errors)
errors->Release();
if (buffer)
{
if (FAILED(pID3DDevice->CreateVertexShader((DWORD*)buffer->GetBufferPointer(),
&VertexShader)))
{
os::Printer::log("Could not create hlsl vertex shader.", ELL_ERROR);
buffer->Release();
return false;
}
buffer->Release();
return true;
}
return false;
}
bool CD3D9HLSLMaterialRenderer::createHLSLPixelShader(const char* pixelShaderProgram,
const char* shaderEntryPointName,
const char* shaderTargetName)
{
if (!pixelShaderProgram)
return true;
LPD3DXBUFFER buffer = 0;
LPD3DXBUFFER errors = 0;
DWORD flags = 0;
#ifdef D3DXSHADER_ENABLE_BACKWARDS_COMPATIBILITY
if (Driver->queryFeature(video::EVDF_VERTEX_SHADER_2_0) || Driver->queryFeature(video::EVDF_VERTEX_SHADER_3_0))
// this one's for newer DX SDKs which don't support ps_1_x anymore
// instead they'll silently compile 1_x as 2_x when using this flag
flags |= D3DXSHADER_ENABLE_BACKWARDS_COMPATIBILITY;
#endif
#if defined(_IRR_D3D_USE_LEGACY_HLSL_COMPILER) && defined(D3DXSHADER_USE_LEGACY_D3DX9_31_DLL)
#ifdef D3DXSHADER_ENABLE_BACKWARDS_COMPATIBILITY
else
#endif
flags |= D3DXSHADER_USE_LEGACY_D3DX9_31_DLL;
#endif
#ifdef _IRR_D3D_NO_SHADER_DEBUGGING
size_t dataLen_t = strlen(pixelShaderProgram);
UINT dataLen = (UINT)dataLen_t;
if ( dataLen != dataLen_t )
return false;
// compile without debug info
HRESULT h = stubD3DXCompileShader(
pixelShaderProgram,
dataLen,
0, // macros
0, // no includes
shaderEntryPointName,
shaderTargetName,
flags,
&buffer,
&errors,
&PSConstantsTable);
#else
// compile shader and emit some debug information to
// make it possible to debug the shader in visual studio
static int irr_dbg_hlsl_file_nr = 0;
++irr_dbg_hlsl_file_nr;
char tmp[32];
sprintf(tmp, "irr_d3d9_dbg_hlsl_%d.psh", irr_dbg_hlsl_file_nr);
FILE* f = fopen(tmp, "wb");
fwrite(pixelShaderProgram, strlen(pixelShaderProgram), 1, f);
fflush(f);
fclose(f);
HRESULT h = stubD3DXCompileShaderFromFile(
tmp,
0, // macros
0, // no includes
shaderEntryPointName,
shaderTargetName,
flags | D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION,
&buffer,
&errors,
&PSConstantsTable);
#endif
if (FAILED(h))
{
os::Printer::log("HLSL pixel shader compilation failed:", ELL_ERROR);
if (errors)
{
os::Printer::log((c8*)errors->GetBufferPointer(), ELL_ERROR);
errors->Release();
if (buffer)
buffer->Release();
}
return false;
}
if (errors)
errors->Release();
if (buffer)
{
if (FAILED(pID3DDevice->CreatePixelShader((DWORD*)buffer->GetBufferPointer(),
&PixelShader)))
{
os::Printer::log("Could not create hlsl pixel shader.", ELL_ERROR);
buffer->Release();
return false;
}
buffer->Release();
return true;
}
return false;
}
void CD3D9HLSLMaterialRenderer::setBasicRenderStates(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates)
{
Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
}
s32 CD3D9HLSLMaterialRenderer::getVertexShaderConstantID(const c8* name)
{
return getVariableID(true, name);
}
s32 CD3D9HLSLMaterialRenderer::getPixelShaderConstantID(const c8* name)
{
return getVariableID(false, name);
}
void CD3D9HLSLMaterialRenderer::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
{
// TODO: Not sure if setting constants which are not bound to the shader in hlsl
// I mainly kept this here so it works same as in Irrlicht 1.8 and it probably won't hurt
Driver->setVertexShaderConstant(data, startRegister, constantAmount);
}
void CD3D9HLSLMaterialRenderer::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
{
// TODO: Not sure if setting constants which are not bound to the shader in hlsl
// I mainly kept this here so it works same as in Irrlicht 1.8 and it probably won't hurt
static_cast<CD3D9Driver*>(Driver)->setPixelShaderConstant(data, startRegister, constantAmount);
}
bool CD3D9HLSLMaterialRenderer::setVertexShaderConstant(s32 index, const f32* floats, int count)
{
return setVariable(true, index, floats, count);
}
bool CD3D9HLSLMaterialRenderer::setVertexShaderConstant(s32 index, const s32* ints, int count)
{
return setVariable(true, index, ints, count);
}
bool CD3D9HLSLMaterialRenderer::setVertexShaderConstant(s32 index, const u32* ints, int count)
{
return setVariable(true, index, ints, count);
}
bool CD3D9HLSLMaterialRenderer::setPixelShaderConstant(s32 index, const f32* floats, int count)
{
return setVariable(false, index, floats, count);
}
bool CD3D9HLSLMaterialRenderer::setPixelShaderConstant(s32 index, const s32* ints, int count)
{
return setVariable(false, index, ints, count);
}
bool CD3D9HLSLMaterialRenderer::setPixelShaderConstant(s32 index, const u32* ints, int count)
{
return setVariable(false, index, ints, count);
}
IVideoDriver* CD3D9HLSLMaterialRenderer::getVideoDriver()
{
return Driver;
}
s32 CD3D9HLSLMaterialRenderer::getVariableID(bool vertexShader, const c8* name)
{
LPD3DXCONSTANTTABLE tbl = vertexShader ? VSConstantsTable : PSConstantsTable;
if (!tbl)
return -1;
D3DXCONSTANTTABLE_DESC tblDesc;
if (!FAILED(tbl->GetDesc(&tblDesc)))
{
for (u32 i = 0; i < tblDesc.Constants; ++i)
{
D3DXHANDLE curConst = tbl->GetConstant(NULL, i);
D3DXCONSTANT_DESC constDesc;
UINT ucount = 1;
if (!FAILED(tbl->GetConstantDesc(curConst, &constDesc, &ucount)))
if(strcmp(name, constDesc.Name) == 0)
return i;
}
}
core::stringc s = "HLSL Variable to get ID not found: '";
s += name;
s += "'. Available variables are:";
os::Printer::log(s.c_str(), ELL_WARNING);
printHLSLVariables(tbl);
return -1;
}
bool CD3D9HLSLMaterialRenderer::setVariable(bool vertexShader, s32 index,
const f32* floats, int count)
{
LPD3DXCONSTANTTABLE tbl = vertexShader ? VSConstantsTable : PSConstantsTable;
if (index < 0 || !tbl)
return false;
// currently we only support top level parameters.
// Should be enough for the beginning. (TODO)
D3DXHANDLE hndl = tbl->GetConstant(NULL, index);
if (!hndl)
return false;
D3DXCONSTANT_DESC Description;
UINT ucount = 1;
tbl->GetConstantDesc(hndl, &Description, &ucount);
if(Description.RegisterSet != D3DXRS_SAMPLER)
{
HRESULT hr = tbl->SetFloatArray(pID3DDevice, hndl, floats, count);
if (FAILED(hr))
{
os::Printer::log("Error setting float array for HLSL variable", ELL_WARNING);
return false;
}
}
return true;
}
bool CD3D9HLSLMaterialRenderer::setVariable(bool vertexShader, s32 index,
const s32* ints, int count)
{
LPD3DXCONSTANTTABLE tbl = vertexShader ? VSConstantsTable : PSConstantsTable;
if (index < 0 || !tbl)
return false;
// currently we only support top level parameters.
// Should be enough for the beginning. (TODO)
D3DXHANDLE hndl = tbl->GetConstant(NULL, index);
if (!hndl)
return false;
D3DXCONSTANT_DESC Description;
UINT ucount = 1;
tbl->GetConstantDesc(hndl, &Description, &ucount);
if(Description.RegisterSet != D3DXRS_SAMPLER)
{
HRESULT hr = tbl->SetIntArray(pID3DDevice, hndl, ints, count);
if (FAILED(hr))
{
os::Printer::log("Error setting int array for HLSL variable", ELL_WARNING);
return false;
}
}
return true;
}
bool CD3D9HLSLMaterialRenderer::setVariable(bool vertexShader, s32 index,
const u32* ints, int count)
{
os::Printer::log("Error DirectX 9 does not support unsigned integer constants in shaders.", ELL_ERROR);
return false;
}
bool CD3D9HLSLMaterialRenderer::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype)
{
if (VSConstantsTable)
VSConstantsTable->SetDefaults(pID3DDevice);
return CD3D9ShaderMaterialRenderer::OnRender(this, vtxtype);
}
void CD3D9HLSLMaterialRenderer::printHLSLVariables(LPD3DXCONSTANTTABLE table)
{
// currently we only support top level parameters.
// Should be enough for the beginning. (TODO)
// print out constant names
D3DXCONSTANTTABLE_DESC tblDesc;
HRESULT hr = table->GetDesc(&tblDesc);
if (!FAILED(hr))
{
for (int i=0; i<(int)tblDesc.Constants; ++i)
{
D3DXCONSTANT_DESC d;
UINT n = 1;
D3DXHANDLE cHndl = table->GetConstant(NULL, i);
if (!FAILED(table->GetConstantDesc(cHndl, &d, &n)))
{
core::stringc s = " '";
s += d.Name;
s += "' Registers:[begin:";
s += (int)d.RegisterIndex;
s += ", count:";
s += (int)d.RegisterCount;
s += "]";
os::Printer::log(s.c_str());
}
}
}
}
} // end namespace video
} // end namespace irr
#endif // _IRR_COMPILE_WITH_DIRECT3D_9_